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Some tweaks raymath related

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raysan5 7 роки тому
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c6cd07c373
3 змінених файлів з 3 додано та 12 видалено
  1. +0
    -1
      examples/models/models_skybox.c
  2. +1
    -1
      src/models.c
  3. +2
    -10
      src/raymath.h

+ 0
- 1
examples/models/models_skybox.c Переглянути файл

@ -10,7 +10,6 @@
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
int main()
{

+ 1
- 1
src/models.c Переглянути файл

@ -1297,8 +1297,8 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
{
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);

+ 2
- 10
src/raymath.h Переглянути файл

@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raymath v1.0 - Math functions to work with Vector3, Matrix and Quaternions
* raymath v1.1 - Math functions to work with Vector3, Matrix and Quaternions
*
* CONFIGURATION:
*
@ -19,7 +19,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -405,7 +405,6 @@ RMDEF void VectorNormalize(Vector3 *v)
}
// Transforms a Vector3 by a given Matrix
// TODO: Review math (matrix transpose required?)
RMDEF void VectorTransform(Vector3 *v, Matrix mat)
{
float x = v->x;
@ -415,13 +414,6 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat)
v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
// TODO: Transposed matrix (?)
/*
v->x = mat.m0*x + mat.m1*y + mat.m2*z + mat.m3;
v->y = mat.m4*x + mat.m5*y + mat.m6*z + mat.m7;
v->z = mat.m8*x + mat.m9*y + mat.m10*z + mat.m11;
*/
};
// Calculate linear interpolation between two vectors

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